#pragma once
#include "Game/Process/RenderProcess.h"
#include "Render/Tradition/ComputePipeline.h"
#include "Render/Shader/RHIDescriptor.h"
#include "Render/Tradition/RHIFramebuffer.h"
#include "../LocalEntity.h"
#include "../LocalShader.h"
#include "../ResourceProcess.h"
#include "../LocalScene.h"

class AoTemporalAccumulationProcess : public RenderProcess
{
	DECLARE_PROCESS(AoTemporalAccumulationProcess)

	struct PushConstants
	{
		float alpha;
	};

public:

	PushConstants mPushConstants;

protected:

	virtual void OnInit() override;

	virtual void OnTick(float deltaTime) override;

	virtual void OnResize() override;

protected:

	LocalScene* mLocalScene;

	ResourceProcess* mResourceProcess;



	uint32 mOutputWidth;

	uint32 mOutputHeight;



	std::array<RefCountPtr<RHITexture>, 2> mColorImage;

	std::array<RefCountPtr<RHITexture>, 2> mHistoryLengthImage;



	RefCountPtr<RHIBuffer> mDenoiseTileCoords;

	RefCountPtr<RHIBuffer> mDenoiseDispatchArgs;




	RefCountPtr<RHIDescriptor> mDescriptor;

	std::array<DescriptorMask, 2> mOutputDescriptorMask;

	std::array<DescriptorMask, 2> mGBufferDescriptorMask;

	DescriptorMask mCommonDescriptorMask;




	RefCountPtr<ComputePipeline> mPipeline;

	RefCountPtr<RHICommandBuffer> mCommandBuffer;

	RefCountPtr<RHISemaphore> mWaitGraphicsSemaphore;

	RefCountPtr<RHISemaphore> mSignalComputeSemaphore;

};
